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middle - assasin, barbarian, necromancer
easiest - rogue, mage, ranger, beastmaster
Necromancer is the strongest, although fairly upgrade reliant. Bury generates mana, sets up their discard reliant cards, discards enemies' cards, so that they can't use them until reshuffle, can trigger Shrug Off or Resolve and draws a card. Most of their damage dealing cards deal a lot of damage with few drawbacks. Corpse Bomb, while hard to set up, deals a ton of damage and poison. Being a mana based class, they can use cards like Magic Echo or Time Stasis. They can have a bit of a hard time starting up another powerful chain after the initial one dies down, but you've already deal a lot of damage by that point.
Rogues can make a strong deck very easily, with most of their cards giving them more draws. They, however, aren't good at much other than making high damage chains, and rely mostly on killing enemies quickly as the result.
Wizards need some time and luck to get the right cards for their deck, but once they do, they can deal insane amount of damage per turn. As in, 450+ on a good turn. They have access to Magic Echo, Mana Surge, Mana Reversal and Time Stasis, all of which give you an insane amount of resources to work with. They do, however, have somewhat limited defensive options.
Clerics are the strongest defensive class I've played so far. Holy Light gives you very good survivability, Dark pact gives you resources, Divine Blessing and Invocation give you both, although with some downsides. Getting Penance cards isn't much of a draw back thanks to Serenity and Purge Sins. They can also clog up the enemy deck with Penances. Repentance both gives mana and inflicts a non-removable damage over time effect. They also get cards like Magic Echo and Time Stasis. They are, however, upgrade reliant, and need some luck to get their best cards. Also, dragging out a battle gives more chances for something very bad to happen.
Rangers are straightforward and can deal a lot of damage, especially with Killing Aura. Their defenses, however, rely heavily on Dodge and Retaliate. While good, these cards only work against attack type cards, making magic oriented opponents a very big danger.
Knights have excellent defensive abilities and best card discarding effects. Most of their defensive cards also give card draws. They'll need those card draws, because Thorns make up a significant portion of their damage output, and they need block to make Thorns work. Also, pure damage goes through block.
Barbarians have high base damage cards and a good source of bleed with Bleed and Deep Wound. Also, their defensive abilities are extremely limited. Their Glory Kill is good early in the game, but becomes less useful as it becomes harder to get enemies into a specific HP range, so it mostly just takes up space by the third quest.